[2014/11/27] Update v1.1000 - Get 'em off my sky
Author: danijel,
published 10 years ago,
Ahoy!
[img=http://cloud-4.steampowered.com/ugc/40859876164489099/F671772CD2BBD7020BC917F8FA0F9F8F5857A516/]
We're continuing our work on the combat AI and on new content in general, but we thought it might be a good idea to release these fixes and changes to you ladies and gentlemen to have a smoother experience.
The highlight this time are fighters. More specifically, NPCs now properly launch and use fighters. We've automatically implemented a safety-switch so this only becomes apparent after you reach level 10. Just to make sure you have a chance and not get obliterated by the first enemy fighter wing ;).
The second thing to mention is the ability to become neutral/friendly with all factions. This comes with a limitation however! But only for now. This mechanic is apparent for now only if you start a NEW freeroam game. The next update should bring proper script checks and events to make the necessary changes in existing save files (both freeroam and campaign).
Enjoy!
[b]CHANGE LIST[/b]
[list]
[*]FIXED: Several calculation and info display errors related to selling a captured ship before sending it to the garage and selling it from the garage
[*]FIXED: Info panel of a captured ship now properly displays Cargo hold data
[*]FIXED: Several errors where the Schematic panel (lower left HUD) displayed info on empty weapon slots
[*]FIXED: A problem using the Contraband scan panel when playing with controllers, that could potentially cause the game to freeze
[*]FIXED: Fire at will activation sound warning will no longer fire off when attempting to activate Fire at will while in Power to engines
[*]FIXED: A potential error where you could, in some instances pass through asteroids while in Power to Engines and in Go To mode
[*]FIXED: A sound related error that could sometimes occur that manifested as crackling noise, usually happening when passing sector boundaries
[*]FIXED: Your ship should no longer have pathfinding problems when in Go To mode. No more circling around stations.
[*]FIXED: Several smaller memory leaks to increase overall game stability
[*]FIXED: An error with object markers being displayed in front of you, when in fact the object is behind you
[*]FIXED: Sub system targeting keyboard shortcuts are now properly functional
[*]FIXED: Several smaller issues with the [i]Fleet->Ships[/i] panel
[*]FIXED: An error that prevented the player from mounting Blazar heavy weapon onto his/her ship
[*]FIXED: Several errors in the German localized version that didn't switch text tokens properly in some instances ()
[*]FIXED: A Reputation and Mercenaries related problem that could prevent you from hiring mercenaries, or to display their alignment properly
[*]FIXED: A problem with UI sliders that would cause you to affect one slider even if you were hovering the mouse over another one
[*]FIXED: A problem that could prevent you from using [i]Scavenger swarm[/i] via the context menu
[*]FIXED: Several errors with Enhancement bonuses not being displayed until anchoring
[*]FIXED: [i]Revenge is sweet[/i] achievement now works as intended.
[*]FIXED: [i]No galaxy for old men[/i] achievement now works as intended. Veterans now spawn in Gemini more frequently
[*]FIXED: [i]It's raining death[/i] achievement now works as intended.
[*]FIXED: [i]Homewrecker[/i] achievement now works as intended.
[*]FIXED: [i]Friendly fire frenzy[/i] achievement now works as intended.
[*]FIXED: [i]You da boss![/i] achievement now works as intended
[*]FIXED: An error related to the [i]Bookworm[/i] achievement that prevented it from saving properly
[*]FIXED: Salvaging a derelict with the Scavenger swarm is now properly taken into account in regards to the linked achievement
[*]FIXED: A problem that in some instances prevented you from installing heavy weapons onto the Adhara chassis
[*]FIXED: A problem that in some instances prevented you from installing heavy weapons onto the Medusa chassis
[*]FIXED: An error with calculating bonuses on some achievements that actually caused penalties instead of bonuses (Power to engines charge-up time)
[*]FIXED: An interface glitch that caused the Cloaking field system icon to display wrong in some instances on the Fleet panel
[*]FIXED: A discrepancy with the Loading bar progress that made it look like the game stopped working, but in fact the loading bar wasn't 100% synced with the actual loading
[*]FIXED: Platforms can no longer easily [i]see[/i] cloaked ships and attack them on sight
[*]FIXED: Several errors in the Russian localization
[list]
[*]Some custom keymapping could get overwritten
[*]Several problems with overlapping text
[*]Skill and Perk titles on their corresponding tooltips are now properly displayed in Russian
[*][i]Waypoint[/i] is now properly named in Russian instead of English on target lock
[*][i]Asteroid[/i] is now properly named in Russian instead of English on target lock
[*]Several [i]Wrong base link[/i] errors that could occur in some instances
[/list]
[*]ADDED: You can now target-lock enemy fighters
[*]ADDED: You can destroy enemy fighters with heavy weapons and the Atlas Defense Fields
[*]ADDED: NPCs can now launch fighters
[*]UPDATED: Grappler [i]System disabled[/i] text changed to [i]System damaged[/i] to prevent confusion
[*]UPDATED: NPCs don't use mines, SETH platforms or fighters before player reaches level 10
[*]UPDATED: Added a chance to be attacked by hostiles during Science and Maintenance Freelance missions
[*]UPDATED: Fighters have new object markers
[*]UPDATED: Atlas Defense Field effective radius increased to 450
[*]UPDATED: [i]Travel Agent[/i] achievement works as intended. Becoming neutral/friendly with each faction is now possible in freeroam and in the campaign mode (but AFTER completing the storyline)
[*]UPDATED: Assassins random encounter ships now properly decloak and do not simply appear
[*]UPDATED: NewGame.sgs file (Freeroam new game definition file) changed to allow becoming neutral/friendly with all existing factions
[*]UPDATED: Anchoring on stations now automatically deactivates cloak
[*]UPDATED: Riftways optimized to increase game performance
[*]UPDATED: [i]Collect all[/i] now checks if there are any ship systems and/or Equipment in the loot and collects it regardless if you don't have enough space in cargo hold to collect potential Commodities
[*]UPDATED: Changing Energy distribution to increase speed during Power to Engines now automatically increases speed to maximum
[*]UPDATED: Landing on planet Trinity during the initial campaign mission is now free-of-charge
[*]UPDATED: Light weapons rebalanced
[list]
[*]beams are now efficient and (almost) on par with other weapons (they still stay the weakest because of instant hit mechanic)
[*]weapons are now put in weapon grades(so grade 5 beam should fit the grade 5 railgun strength)
[*]energy costs are changed
[*]big pricing changes
[/list]
[*]UPDATED: heavy weapons have received reload time buff to make them more [i]interesting[/i] to players
[*]UPDATED: some heavy weapons changed
[*]UPDATED: Ship weapon battery changes for specific ship classes, with some freedom of numbers around the base values
[/list]